Re: fix for closed corpses - appears to be fixed. I noticed before I applied the fix that it was only thieves that had successfully stolen from my test mort. Ones that didn't steal were normal. So far, after the fix, all appears normal.

I think the fix worked great, I can actually do some DAMAGE now. Before it was slow and painful with barely any hits let alone large amounts of damage per prompt. This is more like it, as it should be (my lvl 11 warrior vs. a lvl 10 guard (warrior?) ). But, there was still 2 places where the victims health jumped up again.

2. I'm sorry but I don't see where your hands are full etc... or where it hits the round or anything lol

I'll try to explain this a little better. Right now my little test char can carry max 5 items.

>inv
You're carrying: Items: 4/5 Weight: 17/143
a magic mushroom (4)

A city guard is fully equipped with 14 items. When I have autoloot on and I make the kill of course I can only grab enough to max of 5 that I can carry. So we have..

A city guard is DEAD!!
You received 675 experience points.
A city guard gasps his last breath and blood spurts out of his mouth and ears.
You get a longsword from the corpse of A city guard
You get a crested breastplate from the corpse of A city guard
<116hp 117m 43mv>[100Gold]

I was able to grab 2 items from looting (I ate a mushroom during combat so had an open spot). So I've reached my max # of items I can carry.

Here's my issue. If I didn't know the guard had more items on him I would have assumed I picked up everything it had, and I'd go on my merry way without realizing there's more - and possibly good stuff - on the corpse. I know in smaug1.9 it gives messages such as "You can't carry that much weight" (something like that, I haven't been in the code lately) when your char can't pick up any more items. That would be something I'd like to see when this occurs. "You can't carry any more items" or along that line.

Well the immune susceptible is simple its part of the resistant stuff now. Just set them as resistant <ris> <less then 0> and they are susceptible to it. If you want them immune to it set them to 100. If you want them to absorb it set them to over 100 like 110 will absorb 10% of the damage.

Body parts hmmm should still be there ill have to look in a bit lol

Class and race were for nothing more then show on npcs so found it a waste of time and space lol. After all that could always be part of their description.

Well look at that, it is on the changes.lst lol. I should probably have read stuff earlier

That file reminded me of another question I had about the pfile pruner code. Is there any way to easily (in game commands) change the time before a file is deleted, or would I have to change the code? I want to temporarily set it higher for the mort levels, or turn it off, so I don't lose my test chars that I don't log on everyday. I've already lost one char lol

It was never set to allow pcflags to be set/unset so that should take care of it. I'm going to test it now and make sure it works for the next release as well. (it compiled fine just haven't tested it yet).